We create a colorful particle field. We learn how to define a class for our Particle object and have each particle take care of its own properties, such as position and direction. We also explore the creation of dynamic colors and some rendering tricks to make the sketch...
To follow along in...
TWC9: Azure Active Directory, Unity, Philips Hue and a little GunPowder
This week on Channel 9, Dan and Rick discuss the week's top developer news, including;
Channel 9 turns 9!C9Team Mar 15, 2013 at 6:00AM 48 Brian Peek , Charles , Clint Rutkas , Dan Fernandez , Duncan Mackenzie , Jeff Sandquist , Larry Larsen , Laura Foy , Golnaz and Rick Barraza
From our humble beginnings as a website built with alpha quality forum technologies that we stitched together with creative code and a lot of love, and our videos were made by a few dudes roaming the halls of Microsoft with a cheap camcorder – look at us now. Channel 9 streams live events to 100,000s...
TWC9: Five Years! TFS & VS Git, VS2012.2, Blend news, Hyper-V for Dev's and more
This week on Channel 9, Brian and Rick discuss the week's top developer news, including;
- [1:01] Git Support Added to Visual Studio and TFS (Martin Woodward, Brian Keller)
- [3:14] Getting Started with Git in Visual Studio and Team Foundation Service (Matthew Mitrik (MS), Andy Lewis, and Martin...
Fall Fury: Part 12 - ConclusionsCoding4Fun Articles Jan 23, 2013 at 3:57PM 0 Brian Peek , Clint Rutkas , Dan Fernandez , Den Delimarsky and Rick Barraza
Developing FallFury was a fun and educational activity. Besides the fact that I got to work with an amazing team of people who were willing to assist me with the testing and development, I learned some important points about the development process as a whole and have outlined them...
Fall Fury: Part 11 - Hardware Testing & DebuggingCoding4Fun Articles Jan 23, 2013 at 3:57PM 3 Brian Peek , Clint Rutkas , Dan Fernandez , Den Delimarsky and Rick Barraza
Hardware Testing & Debugging
As previously mentioned, FallFury runs on multiple types of hardware as long as that hardware supports Windows 8. This article describes the project’s general testing and debugging process, including setting the debug configurations and remote debugging.
Check out the video...
Fall Fury: Part 10 - CharmsCoding4Fun Articles Jan 23, 2013 at 3:57PM 0 Brian Peek , Clint Rutkas , Dan Fernandez , Den Delimarsky and Rick Barraza
With the release of the Windows 8 operating system, applications are now able to easily integrate with each other and have a unified way to control their workflow through unique system-wide contracts called Charms. Out of the multitude of available options, FallFury leverages two charms—Share contract...
Fall Fury: Part 9 - Particle SystemCoding4Fun Articles Jan 23, 2013 at 3:57PM 0 Brian Peek , Clint Rutkas , Dan Fernandez , Den Delimarsky and Rick Barraza
During gameplay there are scenarios during which users need to be visually notified that something has happened, such as a collision with an obstacle or an enemy shell. One way to do this is by having explosion or item breaking simulation, which brings us to the next large component in...
Fall Fury: Part 8 - Element Interaction
During the gameplay multiple entities interact with each other to make the gaming experience what it is. The bear collides with obstacles and collects buttons, monsters shoot shells that can fly off-screen or hit the bear—all this is possible with the help of the basic collision detection...